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TalonFett
12-05-2006, 07:38 AM
<DIV>With the new adornments and cloaks  that say they add up to +40 to healing spells.  Does that apply to our wards?  I can assume it works for torpor but not sure about our other wards.</DIV> <DIV> </DIV> <DIV>Anyone know the answer to this?</DIV>

Baccalarium
12-05-2006, 08:52 AM
<div></div>YesNow to hijack the thread after I played with equipment for so long.It appears that you only get 80% of the bonus listed on the adds up to X items.I assume that this 80% factor is related to my ho hum ministration.Two items with the same effect stack. (Symmetry 2 twice in my list)It appears that I get about half a point power reduction for every additional point of ministration.I'm not sure if 3-5 points reduction in power cost that is that meaningful to me.   I suppose if I'mcasting Ethereal Aegis as fast as possible (6 seconds)  a 2 point power reduction is equivalent toanother flowing thought 1 item.Obviously this is just my humble gear, including some trash in the bag that I don't even use.Like I'm gonna use Acadechismal Crest vs. Mark of Awakened Intellect.(350 ministration)Ethereal Aegis Master 1  190 power 1788 damageAdd  Shimmering Restorative Stitching   (increases all healing up to 15)Ethereal Aegis Master 1  190 power 1800 damage   (+12 of the 15 points)Add  Symmetry II:increase healing and damage up to 15)Ethereal Aegis Master 1  190 power 1824 damage  (+24 of the  15 points)(I think the description on this object is wrong, but fear if named the effect will be nerfed to meet the description.)Add Ivy-shroud of Tunare (Healing Pulse 6:increase heals up to 30)Ethereal Aegis Master 1 190 power 1848 damage (+24 of the 30 points)Add Acadechismal Crest (Symmetry II:plus healing up to 10)Ethereal Aegis Master 1 190 power 1856 damage (+8 of the 10 points)Add Black Sun Spear (Symmetry II:plus healing up to 10)Ethereal Aegis Master 1 190 power 1864 damage (+8 of the 10 points)Strip all of that:(350 ministration)Ethereal Aegis Master 1  190 power 1788 damageAdd point of contention +4 ministration  (354)Ethereal Aegis Master 1  188 power 1788 damage   (-2 power)Add Adornment of Prophecy +4 ministration (35<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />Ethereal Aegis Master 1  187 power 1788 damage   (-1 power)Add Ravasect Eye Necklace +5 ministration (363)Ethereal Aegis Master 1  185 power 1788 damage   (-3 power)Equiping the first few +healing items above changes the damage in the same way,  if the 80% factor is related tothe ministration, the small change I've made in ministration hasn't pushed above roundoff.<div></div><p>Message Edited by Baccalarium on <span class=date_text>12-04-2006</span> <span class=time_text>07:54 PM</span>

Ordate
12-05-2006, 01:28 PM
<P>Ministration does not impact the amount healed.  The only thing ministration effects is the power of beneficial spells.  That being said I'll try and explain where the numbers you are seeing come from.</P> <P>First with all the + healing gear out there they had to take into account that based on spells and how it is applied could result in it favoring some spells way more then others.  As such they tried to "normalize" the effect.  This allows everyone to get the same equivalent benefit from the item in question.  Even though some will still say it favors some classes more then others.</P> <P>The main factors in determining the actual amount of + heal that you get from + heal items is recast and number of times it will be applied.  If you look at our big heal that should be the base recast time with a single shot effect.  Which means you should see +X in healing where X is exactly equal to the amount given by the mod.  An unknown to me is if X will actually increase with substatially longer recasts then our big heal.  Further there is one other fact when looking at heals.  Because of the nature of our wards as long as a player is taking damage, they are 100% effective.  There is never a time where we throw one and it does less healing because it "fills" the person being healed.  As such, if I am correct, there is an additional penalty applied to our wards.  (This thought process was stated by the devs back around live update 13)</P> <P>The other part of this is how often it will be applied.  First our actual group heal.  Because of its recast and that it effects an entire group, a +40 heal gives you a value of +13.  While that number looks horrid, it really isn't so bad.  It is actually greater then +40 as soon as you go over 3 targets healed.  Considering that groups can have 6 people + pets this actually has the ability to be far greater then +40.  The other how often would it be applied is on our torpor spell.  This spell seems to benefit pretty well from an increase to healing as it gets approx +5 to each healing wave for a + 40 and I don't recall the amount the ward was increased by.   The logic is that the +40 is spread over the entire time torpor is up.  Unknown if the + to ward also increases the amount of how much is regenerated.  If it is + to heal really impacts torpor well.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Now the problem.  While I was looking at the gains from + healing items to my various spells I noticed that in all likelyhood there was a goof when they were applying normalization to our group ward.  As it is now a +40 healing item increase Umbral Liturgy by +16.  I assume that the value is 3 greater then our group heal based on the fact that it has a substantially longer recast.  That being said I think they used the logic that it is a "group" spell and thus effects multiple targets when they were flying through and doing the normalization changes.  However, that +16 is only applied once ever and goes into the "ward" pool.  I have /bug'ed then and hopefully it will see a little better proper normalization.</P> <P> </P><p>Message Edited by Ordate on <span class=date_text>12-05-2006</span> <span class=time_text>12:31 AM</span>